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Necessary for #72292 to work effectively, and probably not very useful out of that context. Split out of its own PR because this is long and boring. I want to make sure that we're catching actual mistakes there, and not just experiencing side effects of how shitty the attack chain is.
48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
/datum/component/igniter
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var/fire_stacks
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var/fire_type
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/datum/component/igniter/Initialize(fire_stacks = 1, fire_type = /datum/status_effect/fire_handler/fire_stacks)
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if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent) && !isprojectilespell(parent))
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return COMPONENT_INCOMPATIBLE
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src.fire_stacks = fire_stacks
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src.fire_type = fire_type
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/datum/component/igniter/RegisterWithParent()
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if(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent)) // turrets, etc
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RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, PROC_REF(projectile_hit))
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else if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
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else if(ishostile(parent))
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RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
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/datum/component/igniter/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_POST_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
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/datum/component/igniter/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
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SIGNAL_HANDLER
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if(!proximity_flag)
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return
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do_igniter(target)
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return COMPONENT_AFTERATTACK_PROCESSED_ITEM
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/datum/component/igniter/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
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SIGNAL_HANDLER
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if(!success)
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return
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do_igniter(target)
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/datum/component/igniter/proc/projectile_hit(datum/fired_from, atom/movable/firer, atom/target, Angle)
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SIGNAL_HANDLER
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do_igniter(target)
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/datum/component/igniter/proc/do_igniter(atom/target)
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if(isliving(target))
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var/mob/living/L = target
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L.adjust_fire_stacks(fire_stacks, fire_type)
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L.ignite_mob()
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